Digital Tutors : Rigging Quadrupeds in Maya

Digital Tutors : Rigging Quadrupeds in Maya | 2.07Gb

Learn time-saving rigging techniques and the principles of building solution-based rigs and controls for more efficient animating. Contains nearly 7 hours of project-based training. Perfect for intermediate artists.

Popular highlights include:

* Constructing Effective Hierarchies
* Broken Hierarchy Systems
* Building Rig from Reference Skeleton
* Building an FK Spline System
* Incorporating MEL for Speed
* Custom Shelf for Tools
* Characters Sets
* Sub-Character Sets
* Set Driven Keys
* IK Solvers for Proper Limb Functionality
* Constraints
* Advanced Hip Control
* Painting Weights
* Connection Editor
* Reverse Lock System
* Muscle Deformation with Influence Objects
* Corrective Shapes for Mesh Deformations

Lesson Outline (68 lessons)

1. Introduction and project overview
2. Setting up a Display Layer and a Custom Shelf
3. Wrapping up the Custom Shelf
4. Ironing out a solid naming convention
5. The use of Groups for scene cleanliness and organization
6. Beginning the construction of the skeleton
7. Mirroring the Joint Chain of the left Pelvic Limb
8. Building the Thoracic Limb Joint Chain
9. Creating the bones for the upper body
10. Examining the local Rotation Axis of the upper body Joint Chain
11. Working on the ears
12. Building the tail
13. Bringing the rig together- the Pelvis
14. Setting up the tail to help avoid Counter-Keying
15. Finishing Joint Connections and cleaning up the scene
16. Binding the horse
17. Exploring wire frame coloring
18. Using Maya's Paint Weights tool to edit influences
19. Painting weights around the Thorax
20. Working on completing the top of the Thoracic Limb
21. The effectiveness of Maya's Component Editor for modifying weights
22. Fixing the deformations of the left Fetlock
23. Weighting the Pastern
24. Finalizing the deformations of the Thoracic Limb
25. Bringing our attention to the left Pelvic Limb
26. Adjusting the Pelvic weights
27. Working on the hip bone
28. The Stifle Joint's influence
29. Focusing on the Tarsal Joint
30. Utilizing Corrective Blend Shapes
31. Using Set Driven Keys to tie attributes together
32. Weighting the Fetlock of the Pelvic Limb
33. Finishing up the left Pelvic Limb
34. Exploring Maya's time-saving Mirror Weights tool
35. Starting the process of building Control Objects
36. Setting up the Reverse Lock feature for the Phalangeal Joints
37. Working on the connections of the Reverse Lock Joints
38. Building the curves to control the horse's legs
39. Continuing the work of the control curves
40. Finishing the set up of the limb control curves
41. Adding the Carpal and Tarsal controls
42. Finishing the connections of the knee controls
43. The Thoracic shoulder controls
44. Creating the bones for the Spline FK back vertebrae
45. Connecting the Spline IK
46. Constraining clusters to the FK Driver Joint Chain
47. Starting the controls for the back vertebrae
48. Joining the upper body controls
49. Adding the Broken Hierarchy System
50. Setting up the hips
51. Commencing with the Neck rig
52. Constraining the neck clusters to the Neck Driver Chain
53. Setting up control curves for the Neck
54. Continuing the set up of the control curves for the Neck Joints
55. Adding custom attributes to control the base of the horse's neck
56. Troubleshooting techniques
57. Working on the head
58. The ear controls
59. Starting the tail rig
60. Working on control curves to drive the tail
61. Finishing the set up of the tail
62. Adding a visible Global Control
63. Cleaning up the display of the scene
64. Character and sub-character sets
65. A concept for the jaw control
66. Establishing influence objects for muscle jiggle
67. Using influence objects to get rid of unwanted deformations
68. Conclusion

Download Links

Rapidshare Link:
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9
Part 10
Part 11
Part 12
Part 13
Part 14
Part 15
Part 16
Part 17
Part 18
Part 19
Part 20
Part 21
Part 22
Part 23

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